![]() ![]() But without forgetting the competitive nature, so you will need a Rivals of Aether tier list to start with an advantage.īefore entering the conversation that will allow us to know the level of the Rivals of Aether characters, it is important to know the fundamentals that make this an extraordinary alternative to share with friends. Games like Rivals of Aether always remind us that the most important thing is to have fun with friends. Doubling the sprite size is to big, especially with his hitboxes and anything else would leave it looking blurry/deformed.Video games have the power to bring people together in exciting games where the only objective is to have a different time. I don't plan on changing the size, unless someone figures out how to do it via code like gamemakers image_xscale and image_yscale. Less about balance more about I found it fun to play. Dio's dodges, especially air dodges have a fairly decent range. The world is not included in dio's hit/hurtboxes. Down Smash/Strong is a multi-hit attack from both directions. Taunting may leave you open for longer then expected some times. Thanks to nick (creator of the Jotaro character) and Menace13 for the counter code. Add the worlds SFX as well as the Zawarudo voice line. If Dio is hit during this he takes no damage and the opponent becomes stunned. Dio laughs as the world appears behind him. Thanks to Syris and Hinata, looking through there Kyoko(s) let me figure out what I was doing wrong with multihits Possibly change it so you can charge it to extend it? Rework it, it's far to good and safe even if the enemy manages to get out of it. You can hold down special to extend the move from 7 hits to 19. The world let's out a flurry of blows infront of Dio. Dio's airdodges have long range, so make sure to use it first. While you are teleporting youhave no hitbox Like a roll/air dodge you cannot take damage for part of the animation. It deals no damage, it's purely for movement It's a quick controllable teleport, just move the control stick wherever you want to go and you'll reapear there. Dio uses the world to move through stopped time. They aren't bright enough to dodge it so it's hard to tell if it's easy enough to dodge or OP. balancing, I've only tested it on AI so far. You can continue to charge after reaching Space Ripper Stingy Eyes, however this is just for timing. You will retain your charge which can then be resumed by using neutural special and holding special again, or fired by pressing it. Charging can be canceled via dodging,jumping, moving or getting hit. Great for stunning your opponent for a follow up. Space Rupper Stingy Eyes is a cross stage beam that stuns. Knife throw and triple knife throws are simple projectiles, nothing too special. Charge by holding down the special button. A chargeable projectile attack, with UI and charge bars so you know what you're doing. Neutural Special: Knife throw -> Triple Knife Throw -> Space Ripper Stingy eyes ripped from Heritage for the Future, win bgm is from eyes of heaven. ![]() Anyways, sprites ripped from Jump Ultimate Stars, Sfx and portraits etc. Here's Dio Brando, I have to redo the descripttion as apparently updating just deleted it. Still gotta do the rework on side special but this should help for now. Lowered Hitstun on side special (muda rush) final hit, and side smash/strong. It has increased range to help make up for being unable to charge it. Kirby can now copy the basic knife throw (No charging) He currently gains the ninja hat during the animation, but I'll fix that later. ![]()
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